PvP! What happens when players act against other players? We’re in a session right now and Slide wants to use Mesmerism on the Leech to make the Leech forget that the Slide had taken an item from the score for herself…
Curious if others have come across similar situations and what they did. Can’t see anything in the play test doc for PvP actions (or have we missed something.
Hasn’t happened for us either yet, but I would say that the Slide could totally use the ability on the other PC, but then the Leech can resist, just like against any other effect
We recently had a pissing match between the two Cutters in our Breaker crew. I ran it as a cinematic combat, with the players narrating their action, then the opposing player would narrate his response. As for the mechanics aspect, their goal wasn’t to kill each other, just beat the crap out of the other one. I struggled with how to resolve this, because the winner would be the boss of the crew. So, I decided to run it like a Score.
The mechanics aren’t different for PvP. Use them as normal.
There will be examples for this in the book, though, which should help if you’re having trouble.
Cool, thanks John Harper . That’s actually what we ended up doing, but because it’s not explicitly stated, we wondered if we were doing it right, or if there were some PvP clarifications yet to come.
Johns YouTube playthrough has suggestions for this as well. It usually starts with a player supposing another player do X and the GM asking that other player “is that reasonable? Is there something this player can say or do to make you do X”
If/when that fails then it’s roll as normal.
Yeah. That conversation is basically “How do you do that?” as usual, it just depends a bit on another player to help answer.
My group had our first instance of PVP in our game just last night. The Lurk revealed to the Slide and Cutter that not only had she not delivered the idol they had stolen from the Forgotten Gods on behalf of Lord Scurlock, but she had also made a pact with the demon residing in it. The Cutter — who had previously established that he is very anti-ghost/demon shenanigans — announced that he was going to try and smash the idol, while the Slide said he was going to try and stop the Cutter.
At first, I hesitated, unsure how to proceed, but then it clicked. I had the Cutter roll for the grab-and-smash (Wreck) and when he succeeded, I had the Slide roll to resist (Prowess). I then had both player contribute to the narration of what that looked like in the fiction (the Cutter lunging across the table for the idol and the Slide intervening and body-blocking him). The Slide then said that he was going to convince the Cutter to back down and stop trying to destroy the idol, for now. He rolled a 4 on with his Sway to succeed with consequence. I then turned to the Cutter’s player and asked what compromise he would demand from the Slide to represent the consequence, which turned out that the Cutter was able to convince Slide that if they weren’t going to destroy the idol, they should at least get rid of it. The Slide decided not to resist that consequence so it stood.
I was really surprised at how smoothly it worked, with each Action, Resistance and Consequence informing the next. It’s a testament to how well designed the game is and how far it’s come.
That’s great, Vasco. Also, it might be a bit better than one of my PvP examples. Mind if I use it in the book?
Sure thing, John Harper! I’m glad someone found it helpful. If you could include my player’s character’s names, that would be awesome! (Skeever the Lurk, Cross the Cutter and Flint the Slide).
Will do! I’ll include player names in the credits, too, if they want.
John Harper, they’d love that! The Black Scales crew (Hawkers):
– Skeever the Lurk, played by Rachel Martin.
– “Bloody” Flint Coleburn the Slide, played by Wesley Flowers
– Cross the Cutter, played by J.P. Glover